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Random/Different Layer => Random Combat Area
Posted: 2010-11-25 19:51
by Zoddom
I would like to see random/different combat areas added to the random / different map layers.
When there are all flags (nearly) in a line, then the edges of the map, where no fights should take place (:roll

could be cut out and the combat area could be concentrated around the flags. inb4 flanking maneuvers, of course let enough place to go around the flags, to flank them and to build fobs outside of the flag range... Jets can ignore this anyway, but choppers shouldnt be able to leave the combat area for a too long time (to avoid avoiding AA while go to the other side of the map). it would avoid pr0g4meR tank crews camping around somewhere totally unnecessary (thats nearly as bad as asset wasting, cause you... waste it...) or even prevent squads not following AAS camp some flag which cannot be taken / base-spawn-camp.
heres an example:
i dont know if it would have more positive then negative effects on the gameplay. discuss
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 19:59
by Imchicken1
This would really hinder things such as CAS and flanking maneuvers to the rear. I gotta say I really disagree with this. I makes it so that all the action is packed in the centre, which is not what 4km maps are about. 2km maps are what you should stick to for this kind of fighting
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 20:15
by Zoddom
Imchicken1 wrote:This would really hinder things such as CAS and flanking maneuvers to the rear. I gotta say I really disagree with this. I makes it so that all the action is packed in the centre, which is not what 4km maps are about. 2km maps are what you should stick to for this kind of fighting
well, in 2km maps the corners are also useless. Why cant we just cut off the areas which wont/shouldnt be visited anyway? what use wouldve CAS in an area whithout flags/enemies?
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 20:58
by J.F.Leusch69
the question to me is how random the combat area could be? 1-2 differned ones doesnt seem much to me, could you provide a few more examples for wanda shan
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 21:00
by Imchicken1
Zoddom wrote:well, in 2km maps the corners are also useless. Why cant we just cut off the areas which wont/shouldnt be visited anyway? what use wouldve CAS in an area whithout flags/enemies?
Speedy retreat or AA avoidance? Im also not just talkin about choppers. Its hard enough to fly jets in a 4 km map
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 21:46
by Bluedrake42
this smells like hard coded to me, but idk
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 21:49
by Arnoldio
Map shouldsame as now, but servers should randomize the 16, 32 and 64 layers for more variety.
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 23:27
by Zoddom
Imchicken1 wrote:Speedy retreat or AA avoidance? Im also not just talkin about choppers. Its hard enough to fly jets in a 4 km map
i said they shouldnt be able to stay out of bounds "for a too long time". taht means IF they retreat FAST, it would be no problem. I just said it because of the transport helicopters. i hate t when i see them flying all around the map border.
and for jets.... srsly. have you ever played bf2? there is no combat area for jets, and if youve played EF youd know that you can even customize the Combat area only for jets. .... somehow.
@Leusch:
I think you know what I mean, imagine some yourself, going to sleep now

Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-25 23:31
by Redamare
So your saying Get rid of Unused Corners of the map to focus fighting within the Target areas? . . if that is the case i agree there are some maps that have that problem :S
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-26 03:03
by Kain888
IMO bad idea that takes all what is good in 4km maps. And combat area always feel so artificial, especially inside of map, not on edges of it.
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-26 15:54
by Zoddom
Kain888 wrote:IMO bad idea that takes all what is good in 4km maps. And combat area always feel so artificial, especially inside of map, not on edges of it.
wut? you mean burning sands, dont you? Cause my idea wouldnt be a combat area INSide of the map, cause the comabt area will form the map edges...and irl, not every battlefield is a square.
and
what exactly is about "everything whats good in 4km maps" ??? tanks in A1 waiting for something that will never happen? or FOBS in B2 where you have no cover at all and the way to the falg is jsut exactly as long as form the main base? cmon, be serious.
@redamare: thats exactly what i want.
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-26 16:14
by Kain888
Zoddom wrote:cmon, be serious.
Why do you think I'm not serious? Why you have connected random thought of fob in b2 to my seriousness? Woah, play fair mister. O.O
4km map = large operation and maneuver opportunities, that's what are 4km maps are all about. Limiting their space is like spiting in the face.

The issues you brought are often bad teamwork issues not map issues. And limiting 4km corners (like your B2 FOB) map by combat zone will give you just another corners or similar places, but people will have to actually watch map to not get into DoD when flanking, or attacking tanks/objectives, etc.
And by placing FOBs in different, more varying locations it gives game another objectives (like sending recon to find mortars, etc.). To make people more focused by fighting objectives you have you have other mechanics like ticket loss when losing flags, which IMO is great thing.
And by inside of map I mean inside of minimap, when you have some weird shapes of DoD or other bad things that were in vanilla (Asad Khal have some of these on that hill in eastern part of map). We had this in Battlefield 2 and I'm glad PR left more space for flanking and placing strategical points on map.
Re: Random/Different Layer => Random Combat Area
Posted: 2010-11-26 17:09
by Zoddom
Kain888 wrote:Why do you think I'm not serious? Why you have connected random thought of fob in b2 to my seriousness? Woah, play fair mister. O.O
4km map = large operation and maneuver opportunities, that's what are 4km maps are all about. Limiting their space is like spiting in the face.

The issues you brought are often bad teamwork issues not map issues. And limiting 4km corners (like your B2 FOB) map by combat zone will give you just another corners or similar places, but people will have to actually watch map to not get into DoD when flanking, or attacking tanks/objectives, etc.
And by placing FOBs in different, more varying locations it gives game another objectives (like sending recon to find mortars, etc.). To make people more focused by fighting objectives you have you have other mechanics like ticket loss when losing flags, which IMO is great thing.
And by inside of map I mean inside of minimap, when you have some weird shapes of DoD or other bad things that were in vanilla (Asad Khal have some of these on that hill in eastern part of map). We had this in Battlefield 2 and I'm glad PR left more space for flanking and placing strategical points on map.
I think you know that the limited combat area on assad khal is the best they could do.
imho having wider combat areas makes gameplay even MORE vanilla like then limited ones. I think of single squads or soldiers who are jsut going all around the map behind the enemy, when it doesnt make any sense. and the there can still be FOB hunting squads, they jsut wouldnt have to look in a incredibly large area and the main objective is capping flags anyway. its not called AAS for nothing. and for flankings you surely dont need the whole map....